Now showing items 9-28 of 30

    • Data-driven Finger Motion Synthesis with Interactions 

      Bitan, Moshe; Jörg, Sophie; Kraus, Sarit (The Eurographics Association, 2016)
      The film and video-game industries' rapidly increasing demand for realistic virtual characters is pushing for the development of fast and efficient character animation techniques. The use of motion capture has become an ...
    • Dilated Temporal Fully-Convolutional Network for Semantic Segmentation of Motion Capture Data 

      Noshaba, Cheema; Hosseini, Somayeh; Sprenger, Janis; Herrmann, Erik; Du, Han; Fischer, Klaus; Slusallek, Philipp (The Eurographics Association, 2018)
      Semantic segmentation of motion capture sequences plays a key part in many data-driven motion synthesis frameworks. It is a preprocessing step in which long recordings of motion capture sequences are partitioned into smaller ...
    • Efficient Storyboarding in 3D Game Engines 

      Gouvatsos, Alexandros; Xiao, Zhidong; Pang, Keith; Marsden, Neil; Ark, Danny Van der; Hibbert, Jerry; Zhang, Jian J. (The Eurographics Association, 2016)
      Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller ...
    • Friction Sound Synthesis of Deformable Objects based on Adhesion Theory 

      Nakatsuka, Takayuki; Morishima, Shigeo (The Eurographics Association, 2016)
      Friction sound is one of the closest sounds for us in any situations. Most of those sounds are created by Foley artists in computer animations. However, synthesizing sounds in all scenes need technical skills and take high ...
    • Human Grasping Interaction Capture and Analysis 

      Verider, Benjamin; Andrews, Sheldon; Kry, Paul G. (ACM, 2017)
      We design a system to capture, clean, and segment a high quality database of hand based grasping and manipulation. We capture interactions with a large collection of everyday objects. Optical marker-based motion capture ...
    • Latent Motion Manifold with Sequential Auto-Encoders 

      Jang, Deok-Kyeong; Lee, Sung-Hee (The Eurographics Association, 2018)
      We propose the sequential autoencoders for constructing latent motion manifold. Sequential autoencoders minimize the difference between the ground truth motion space distribution and reconstructed motion space distribution ...
    • Local Models for Data Driven Inverse Kinematics of Soft Robots 

      Holsten, Fredrik; Darkner, Sune; Engell-Nørregård, Morten P.; Erleben, Kenny (The Eurographics Association, 2018)
      Soft robots are attractive because they have the potential of being safer, faster and cheaper than traditional rigid robots. If we can predict the shape of a soft robot for a given set of control parameters, then we can ...
    • Marionette Show Using Quadrotors 

      Kim, Yongsung; Choi, Myung Geol; Lee, Jehee (ACM, 2017)
      A marionett?e show is a play with the puppet controlled from above using wires by human. One ends of the wires are connected on di?erent joints of the marione?e, and the other ends are tied on a control stick. ?e marione?ist ...
    • Motion Retargeting to Preserve Spatial Relationship between Skinned Characters 

      Jin, Taeil; Kim, Meekyung; Lee, Sung-Hee (ACM, 2017)
      Applying motion capture data for multi-person interaction to virtual characters is challenging because one needs to preserve interaction semantics in addition to satisfying the general requirements for motion retargeting, ...
    • Online Compression of Rigid Body Simulations using Physics-Inspired Interpolation 

      Jeruzalski, Timothy; Fiume, Eugene; Jacobson, Alec; Levin, David I.W. (ACM, 2017)
      Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific ...
    • Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation 

      Weiss, Tomer; Litteneker, Alan; Jiang, Chenfanfu; Terzopoulos, Demetri (ACM, 2017)
      Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed ...
    • Regression-Based Locating Landmark on Dynamic Humans 

      Jang, Deok-Kyeong; Lee, Sung-Hee (ACM, 2017)
      We present a novel framework that consists of two-level regressors for finding correlations between human shapes and landmark positions in both body part and holistic scales. To this end, we first develop pose invariant ...
    • SCA 2016 Posters: Frontmatter 

      Jan Bender (Eurographics Association, 2016)
    • Sketch-Based 3D Hair Posing by Contour Drawings 

      Seki, Shogo; Igarashi, Takeo (ACM, 2017)
      We propose a sketch-based method for posing a three-dimensional (3D) hair model that enables artists to create attractive hairstyles more easily and intuitively. The system takes partial contour drawings of a preferred ...
    • Sketch-Based Per-Frame Inverse Kinematics 

      Mahmudi, Mentar; Harish, Pawan; Callennec, Benoît Le; Boulic, Ronan (The Eurographics Association, 2016)
      We present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints ...
    • The Stretch-Engine: A Method for Adjusting the Exaggeration of Bipedal Characters Through Squash and Stretch 

      Ibrahim, Zaid H. (ACM, 2017)
      This paper describes a new method to control changes in a character's form during exaggeration, through squash and stretch (SS). The Stretch-Engine is the result of this method, designed to be integrated into an existing ...
    • Understanding Spatial Perception and Visual Modes in the Review of Architectural Designs 

      Usman, Muhammad; Haworth, Brandon; Berseth, Glen; Kapadia, Mubbasir; Faloutsos, Petros (ACM, 2017)
      We investigate how a person's perception of space in di erent visual modes relates to common computational spatial measures for environment designs. The three spatial measures, grounded in Space-Syntax analysis, are used ...
    • Untangling Layered Garments: An Implicit Approach 

      Buffet, Thomas; Rohmer, Damien; Cani, Marie-Paule (The Eurographics Association, 2018)
      The efficient animation of layers of garments is a challenging task, as it requires handling collisions and contacts between multiple thin surfaces, which may be difficult to untangle once inter-penetrations have occurred. ...
    • Viewpoint Selection for Liquid Animations 

      Suzuki, Chihiro; Kanai, Takashi (The Eurographics Association, 2018)
      We propose a viewpoint selection method for time-varying liquid shapes in order to select the best viewpoint for liquid animations. First, viewpoint evaluation is performed by a combination of three evaluation terms; ...